/** dragon knight ºÐ½Å¼ú! @author -¹ÚÁØÅ @since @remarks -2005.06.08 ¼Ò½º Á¤¸®(Áö¿Ï) - */ #pragma once class StateSkill; class SkillStateIllusionDance : public StateSkill { public: struct Illusion { BOOL bStart; DWORD dwDelay; DWORD dwCloneKey; WzVector vIllusionStart; WzVector vIllusionEnd; }; SkillStateIllusionDance() {} STATECHANGE::TYPE OnStart(Object* pOwner, DWORD CurTime); STATEPROCESS::TYPE OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick); STATECHANGE::TYPE OnEnd(Object* pOwner, DWORD CurTime); STATEPROCESS::TYPE LeaveProcess(Object* pOwner, DWORD CurTime,DWORD dwTick); //Áö¿Ï Ãß°¡ VOID EnterProcess(Object* pOwner, DWORD CurTime,DWORD dwTick); private: void MakeIllusion(int iIllusionIndex); void ProcessIllusion(Object* pOwner, DWORD dwTick); int m_iAttackCount; int m_iDamageProcessCount; #ifdef _NA_007294_20140613_DRAGONKNIGHT_RENEWAL #else DWORD m_dwLastingDelay; #endif // _NA_007294_20140613_DRAGONKNIGHT_RENEWAL static const int MAX_ILLUSION_ATTACK = 5; Illusion m_arIllusion[MAX_ILLUSION_ATTACK]; };